Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

108 Neutral

About canyouseeitnow

  • Rank
  1. canyouseeitnow

    A diffrent type of rts.

    I don't see how this is any different than a normal RTS.   The way you build units is the same: out of a building. It is still a queue construction unit type mechanic. Homes? Call them barracks Attributes? Call it a personalizer random generator and bam, same thing. Food count? Supply count. Homes with more powerful breeders? Factories. Units getting more powerful? Promotion.   Nothing is unique about this concept except maybe your personalizer random generator.   Cheap units vs expensive units? Marines vs Tanks? This isn't any different than most RTS out there. All it is, is dressed up in different aesthetics.   What happens is this design will merely create a locked in system where people will crunch numbers and create the most efficient unit type and how to perfectly balance the economy with it. So in the end, your game mechanic idea is merely reduced to a science of numbers.   I'd be more concerning with making a fun RTS with good units, controls, and pace before I go that deep. RTS is hard enough following the proven formula.
  2. canyouseeitnow

    Feedback Wanted

    Most of these criticism can be attributed to being new. It's a lil' harsh but...: 1. Overall, very weak composition. Not a lot of knowledge of music theory. - Compositions lack a clear percussive layer. - Melodies aren't very interesting - No harmonies, no counter melodies. - No layer of melodies. No supporting basslines 2. Very weak sounds. Can be attributed to library, being new. The sounds don't mix well together. 3. Not very good mixing. -EQing and Mastering should be the least of your worries right now. Work on getting the right sounds to mix well and good volume/panning separation. I think for a good starting point, you should work on a very simple model: clear melody, drums, bassline, and background chords. Use a quartet model to improve your compositional abilities. Start out with a violin, viola, cell, and double bass and add on percussion. Work with just the basic instruments to get a good feel for music theory. Work on things that will affect the feel of the music first, from biggest significance to smallest: Composition -> Layering -> Percussion -> Instruments -> SFX -> Panning/Leveling -> FX/Rev. -> Eqing -> Mastering You can get away with having very little EQ/Mastering knowledge, but weak composition easily shows.
  3. canyouseeitnow

    hello composers out there

    It's hard to make a living off of just composition unless you're a well established professional with lots of industry experience and a good portfolio to boot. Most composers in the game industry have expanded their skillset to include SFX, voicing, sound design, sound engineer, and recording. Some of them also dip into the programming side of the sound implementation.
  4. You pretty much need to be a good drawer at some point. Drawing and modeling requires perspective, and perspective is something you build over time by experience. You don't have to be a good drawer to be a good modeler, but there's a reason why most modeler are good artists in the first place. The two skillsets go hand in hand. If you can barely draw right now, that's means you're behind. Most drawers have been doodling since a younger age. But that doesn't mean you can't do it. The question is are you willing to put the effort in? If you're in highschool and unable to do decently in art class, it will require about 4 hours of pure practice practice a day to catch up. You need to be pre-disposed in the early ages to be a good drawer, but that doesn't mean it's impossible to get GOOD at it. It's a matter of pure will and determination. It's easier said than done. Practicing over and over again for hours a day isn't exactly the most enjoyable thing but that's what you need to do to be good.
  5. canyouseeitnow

    Why are most 2D games more pixel than raster/vector?

    Sprite based is just a whole lot programing than Vector based. Vector is pretty much the same thing as 3d except with one less plane. Vector is caculated, caculated is programming, programming is just a different way to work and a lot of it is isn't built into game engines. Pixel is just a lot easier to animate and import into your game engine. Otherwise, Photoshop is overkill for dealing with 8bit-16bit sprites anyways. When you're spriting, you're dealing with pixel level editing, so all you really need is the Pen tool.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!